Using Computers Games Across The Curriculum


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Using Computers Games across the Curriculum


Using Computers Games across the Curriculum

Author: Karen Anderson

language: en

Publisher: Bloomsbury Publishing

Release Date: 2013-05-30


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Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+. You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on: - Integrating games into lessons - Activities for using freely and commonly-available computer games and consoles - Making your own games, and helping students to design computer games themselves - Using games to differentiate for students of varying abilities and learning styles By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.

Learning by Playing


Learning by Playing

Author: Fran Blumberg

language: en

Publisher: OUP Us

Release Date: 2014


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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. In Learning By Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning.

Rhetoric/Composition/Play through Video Games


Rhetoric/Composition/Play through Video Games

Author: R. Colby

language: en

Publisher: Springer

Release Date: 2013-03-20


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An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.